Vibra vs Wwise and FMOD for app sound and haptics
Wwise and FMOD are powerful game audio middleware. If you design sound for an app, not a game, you need far less: one place to keep every sound and haptic, test them and decide what plays when.
Side by side
Both sides do their own job well. The question is which job you have.
| Vibra | Wwise and FMOD | |
|---|---|---|
| Built for | Apps and product UI: taps, confirmations, errors, notifications. | Games: adaptive music, 3D and spatial audio, real-time mixing. |
| Where you work | A web workspace. Nothing to install. | A desktop authoring app and a project per game. |
| Who sets it up | You, in Vibra. No audio programmer needed to try an idea. | Usually a sound designer in the authoring tool and an audio programmer in the engine. |
| Sound and haptics | Decided together, per event and per platform. | Built around sound. Haptic support depends on the tool and the platform. |
| When two events collide | One Interruption Matrix rule per pair: suppress, queue, duck or co-play. | Priorities, voice limits and mixing, set by an audio specialist. |
| Testing on a phone | With the Vibra mobile app, coming soon. One scan, no build. | Usually in a build of the game. |
| What developers get | One JSON export of every event, rule and asset. | Sound banks and an engine integration in Unity, Unreal or native code. |
Which one fits
Choose Wwise or FMOD for games
Adaptive music, spatial audio, real-time mixing and engine integration are what they are built for. Vibra does none of that, on purpose.
Choose Vibra for apps
When you design sounds and haptics for taps, toggles and alerts, and need one place to keep them, test them and settle collisions.
What Vibra does not do
Vibra does not create, edit or mix audio. You bring finished sounds and haptics; Vibra holds the decisions and ships them.